2 Comments
User's avatar
⭠ Return to thread
Randall Hayes's avatar

A commenter just yesterday reminded me that RPG dungeons are a "physical" decision tree: N,S,E, or W; keep going until you hit a wall or a trap.

For a boardgame example, THE DUKE does interesting scaffolding. Each piece is unique, but the possible moves are printed right on the piece.

Expand full comment
Exeunt Press's avatar

Interesting way to think about dungeon crawls. It does seem to limit the decision space if players just focus on the room they are currently in.

Wasn’t familiar with The Duke and had to look it up. Those are what I’d call “self-documenting components”! I love when the board/components explain how to play the game. I have that as a future SCM article topic in the queue.

Expand full comment